Re: high resolution textures

New Message Reply Date view Thread view Subject view Author view

Mike Caruso (mcaruso++at++nvl.army.mil)
Mon, 01 Mar 1999 08:39:56 -0500


> Doug Price wrote:
>
> pfTextures allow specification of internal texture formats which are
> greater than 8 bits per component (e.g. PFTEX_I_16). Does anyone know
> if the pfTexture::saveFile() function (or the SGI image format for
> that matter) supports these higher resolution formats? If I create a
> 16 bit texture through code the texture looks fine in my app and
> saveFile successfully saves the texture, but it looks like garbage if
> I try to do an ipaste on the image, or if I try to load the image as a
> texture back into my app.

  I dont know about the performer saveFile() function but the SGI format
does support 16bit components and if you want to verify that your SGI
image is truely 16bits per component run imginfo on your file and the
line that says "Data type" should say "unsigned short", if it is 8bit
then it will say unsigned char. I know this doesnt answer your question
but at least you know a little more about the SGI format. :)

-- 
Mike Caruso / SAIC                            Army Night Vision Labs 
Software Developer
Ft. Belvoir (703) 704 2714                  
McLean      (703) 748 4177

New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Mar 01 1999 - 05:41:40 PST

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.